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We Never Yield / WNY

  • Organization
  • Casual
  • Exploration
    Exploration
  • Freelancing
    Freelancing

We Never Yield is an organization that is local to the Buffalo, NY area. Our focus on geolocation allows for a sense of community and camaraderie. This org would extend approximately from Toronto to Syracuse to Cleveland. Special dispensation is allowed for friends and family. See you in the ‘verse!



History

3.0 Has Dropped! Here are the details:
New Features
General Content
Breathing, Stamina & Heart Rate
Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out.
Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted.
Breathing: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this increased demand on your body, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen.
Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your mobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a Hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the Hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black. Once your heart rate returns to normal, so will your vision and movement.
Wound System: , Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.
Hint System
Added the foundation of a new “hint system” which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource.
Interaction System
Interaction Mode
Holding down the [F] key will activate Interaction Mode – a contextual cursor will appear in the center of the screen, interaction points will highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into ‘focus’; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay.
Inner Thought Prompt
When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction. Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it’s guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel.
Party Launch System
Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn’t have enough space for the full party, all players in the party will be put back into Matchmaking to find another server.
Universe
New Locations
We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
Levski is a base built into the rock on Delamar, an asteroid hidden deep in an asteroid belt. The base was originally an active mining facility but after being left derelict for a number of years new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti UEE sentiment, they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors, many missions will be available (both illegal and legal) you can access Levski by; foot, ship or ground vehicle.
We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
Planetary Motion
Planetary bodies now have rotational motion complete with dynamic day/night cycles.
Surface Outposts
Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals.
Persistence and Insurance
Persistence
Ammo and missile persistence.
Ship damage state persistence.
Spawn location persistence (what location you left your ship at, what location your character was at).
Inventory Persistence – items, commodities and ships.

Insurance
At any point you are able to claim a replacement ship through the ship selection screen.
When you make a claim you will pay an initial % cost of the ship’s price as a deductible.
There will be additional multiplier of the deductible for each previous claim in the past 24 hours (real time).
Once deductible is paid, the ship will be processed and delivered to the station where the claim was made.
Processing time will vary depending on the size of the ship.
You can pay an additional fee to fast-track the processing.

Air Traffic Control (ATC)
Landing and take off at public facilities is now controled by Air Traffic Ontrol (ATC). The ATC acts as the connection between you and the landing tower using the MFD comm function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. Selecting a target location will happen via the MFD Comm System.
Shops
New items (clothing, armor, weapons, components) added to shop inventory.
Added Dumper’s Depot to major locations.
AI Subsumption
We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski).
Kiosks
We have introduced shop Kiosks. The main variants of the Kiosk will be used for Buying/Selling General Items, Buying/Selling Commodities, and for General Landing Pad Services (Repair/Refuel/Restocking). The intention is that you will have separate inventories at each Station and Major Landing Zone. Kiosks will only be able to interact with items that are local to the shop’s location. The kiosk will be able to interrogate, and manipulate, any cargo, loadout, or the inventory of these local elements. By default, the kiosk will show everything you have access to in that location, but will be able to drill down to facilitate any specific ship, cargo manifest, or station storage.
Afterburner
There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you’re limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you’re not maneuvering and decoupled rotation is allowed while in AB idle.
Quantum Travel System
Quantum travel (QT) destinations are now selected via the MobiGlas Starmap app.
Whether or not an object can be targeted for QT is determined by the drive’s detection range and is based off gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station.
There’s now a short range quantum travel for moving around different orbital points of moons and small planetary bodies.
Quantum travel speeds, spooling, and cooldown times are variable based on the size and quality of the drive.
Mission System
The missions system has been revamped with new missions, mission givers, and greater variety. Each of the below missions has many variants and types, including lawful/unlawful, and many can be done in cooperation with other players. Some variants will require the player to gain a certain kind of reputation.
Delivery
Deploy
Recovery
AI Bounty Hunt
AI Assassination
Collection
Waste disposal
Patrol
Derelict investigation
Escort
Mission Givers
Ruto and Eckhart

Doors and Airlocks
Doors and airlocks have been updated with additional functionality.
Introduced basic ship security.
Item 2.0
First introduction of item 2.0 system for ships, including the following:
Power – Includes the ability to control how much power is generated by the power plants and is distributed to all of the other systems to use.
Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR.
Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance.
Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor.

Distortion Damage
Distortion damage has been completely revamped, reworked, and given a basic implementation with more to come later.
Distortion points
Offensive distortion points – this is a value on each distortion item that determines how many points it applies per use. (Each 3.0 distortion item is listed below)
Defensive distortion points – This is the number of points every powered item has to counter distortion damage. (Each 3.0 item that has distortion defence is listed below). All defensive points are blockers, meaning each point will completely stop one offensive point, if the item has a larger defense pool than the attack there is no effect, if it is smaller the power is removed.
Distortion damage types
Distortion fields:These will have fixed damage only, meaning each field has a static number of offensive distortion points is applies to any item within its radius. The number of points per field and the radius will be defined on the record of the item that generates the field.
Distortion projectiles: These will have fixed damage only, meaning each projectile will carry a static number of offensive distortion points and will apply them to the item that they hit. The number of points per projectile will be defined on the record of the item that fires the projectile.
Distortion items
Offense items:
Any ship: JOKR Distortion Cannon S1 (distortion projectiles)
Sabre Raven: 2x S4 MXOX TroMag EMP Pods (distortion fields)
Avenger Warlock: 1x Warlock EMP Module (distortion fields)
Defensive items
All power plants: The only item that can deal with distortion damage is a ship’s power plant, it has a pool of distortion blockers and any damage that is delivered to the ship will be piped straight to the power plant. The power plant either has a higher number of distortion blockers and nothing happens, or it has less and power is removed from all ship items.

Cargo and Commodities
Introduced the first implementation of cargo
Moving Small Items
Some items are transported in small, portable boxes.
They can be bought and sold at vendors.
These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces.
They will be generated when destroying cargo-carrying ships.
0.5m boxes can be lifted and moved using the existing hand-lifting system.
1 SCU cargo cannot be lifted or moved.
Storing Small Items in the Cargo GridShips will have ‘Cargo Grids’ set up inside that governs how cargo is placed/secured within it.
Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship.
0.5m boxes will align within the Cargo Grid.
Any loose items placed within the grid will not align to this.
Loose Items placed inside the Cargo Grid will be added to the ship’s ‘manifest’.
Items placed outside of the grid will therefore not be added to the ‘manifest’.
Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead.
Buy/Sell Cargo through Market Vendors1 SCU crates full of a single commodity can bought and sold at vendors.
0.5m boxes the player discovers, or recovers can be sold at vendors.
Commodities can be bought at a vendor in selected spots.
Players will walk up to the kiosk and use it to initiate an interaction.
Only the stock the vendor buys/sells will be listed and the price they want for each.
Transactions takes place entirely in the interface.

Star Marine
Armors
Added: Heavy outlaw (slaver).
Added: Heavy marine.
Weapons
Added: Behring P8-SC SMG.
Ships & Vehicles
Ships
General
Added hit reactions.
Added damaged and emergency interior states.
Added compresAdded compressed landing gear.
New
RSI Constellation Aquila
MISC Prospector
Aopoa Nox
Drake Dragonfly

Vehicles
New
RSI Ursa Rover

Components
Gravlev System.
Shield Emitters, Coolers, and Power Plants have returned with new functionality.

First Person
Animations
Greatly expanded the number of usable items (benches, stools, ect) that can be interacted with by both players and NPCs.

Appearance
Clothing
New clothing and clothing variants have been added.

Gear
Armor
Armor now consists of modular pieces.
Added: Heavy Marine Armor.
Added: Heavy Slaver Armor.
Added: RSI Explorer Flight Suit.
Weapons
Added: Apocalypse Arms Scourge Railgun.
Added: Behring P8-SC.

User Interface
New Mobiglas Interface
Personal Manager App
Using this app, you are able to select individual areas of clothing, armor, and items to change, add or remove from the players character. To do this select one of the options by double clicking “LMB” to open up the list of items the user has collected for that area. Once the area has been selected, the model with zoom in on the area to show the items in detail. By double-clicking “LMB” on the individual item, the amount displayed from the inventory will go down and add to the equipped value on the left. Equipping an item may open up further ports for the user to equip more items such as Grenades, Gadgets and Magazines. Once the item is equipped the you can Save and Apply these changes to your character. In order for changes to be seen in game you must select the ‘Apply Changes’ button. By selecting ‘Inventory’ along the top you can also see a list of items collected on your adventures for use i.e. Medipens, Pistols etc. These items can be attached to various parts of armour to stock up.

StarMap App
You will be able to navigate the various rings in the Starmap which display the orbital rotations of the areas to explore. You can use the right mouse button to move the Starmap around, and the left to rotate and select areas. Use the mousewheel to zoom in and out and double-click on planets to center and zoom into them. Once zoomed in on a planet or moon you will see x, y and z positions mapped out to quantum travel to, making it easier to decide which side of the planet to go to.

Contract Manager App
Use this app to check available missions, track/untrack accepted missions, and view your mission history.

New Ship Multiple Selectable MFD featuring Render to Texture (RTT)
Heat – System – Signals
The same signals readout as the Power MFD.
IR Suppression – This button toggles suppressing the IR signal multiplier (which temporarily reduces your IR signal) at the cost of all items (and thus, the entire ship via the Heat Sink) heating rapidly. When IR Suppression is active, you should see that IR starts to drop down, and Heat starts to creep up toward its overheat value.System
System IR Suppression – All groups are suppressed. This overrides any groups below.
System IR Suppression – All groups are suppressed. This overrides any groups below.
IR Levels – Shows the IR levels of each item category.
Heat – Items
On Button – This denotes the on/Off state of the item.
Item Name – Reorder alphabetically by item name (all categories).
Item Name – Item Name.
Distortion Damage – Appears when distortion damage is received, and disappears when there is none.
Item Type – Reorder by cycling item type (all categories). This is a list of available types:
Power Plant (power in this case is power generated)
Cooler (no heat, but for health/wear indication)
Shield Generator
Gun
Main Thruster
Maneuvering Thruster
Quantum Drive
Jump Drive
Radar
Power – The current item power usage.
Heat – The current heat the item is generating.
Health – How much health each item has remaining.
Wear – How much wear each item has remaining.

Power – System
On Button – Turns all power plants on/Off.
Power Throttle
Throttle – This throttles the connected Power Plants’ maximum power output.
Throttle Max – This is the 100% value for the Power Plants maximum power output.
Throttle Stealth – This is an updating bar which denotes the Stealth value that Throttle is set to when the Stealth Button is pressed (see below).
Power Usage – Currently generated power.
Power Required – Required power by all items.
Power Deficiency – Amount of required power minus the currently generated power. Only appears when the power plants aren’t able to supply enough required power.
Stealth – This button sets the Throttle to the Stealth value, which is the sum on Power value of all connected items that are on, plus a small reserve value (10% to start). As individual items will be able to be turned off, this bar will move up and down as the Stealth value changes. Once the Stealth Button has been activated and the Throttle value reduced, you may then readjust the Throttle to suit your needs or adjust the Power Priority Triangle to work with the reduced power output.
Power Priority Triangle – Moving the indicator on the Power Priority Triangle adjusts the percentage of power that is distributed to the three major systems (Shields, Weapons, and Thrusters) if total power requested is larger than available power generated. Nudging toward one system should add to it, and take proportionally to the other systems.
Groups – Each group (Shields, Weapons, Thrust) are represented by icons.
Priority – Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle.
Power Deficiency – If any group isn’t receiving its requested power, it is indicated by an icon.
Signals: Heat – As the point of throttling power to items is to control your ship’s signals, they are indicated here.
Heat – Total heat generated by items.
Heat Capacity – Total heat capacity available to the ship.
EM – Current total EMsignature.
IR – Current total IR signature.

*Power – Items
On Button – This turns individual power plants on/Off. Please note that the only items that can be turned on and off from this page are power plants. All other items are only observable in their on/off states.
Item Name
Item Name
Distortion Damage – Appears when distortion damage is received, and disappears when there is none.
Item Type – Reorder by cycling item type (all categories). This is a list of available types:
Power Plant (power in this case is power generated)
Shield Generator
Gun
Main Thruster
Maneuvering Thruster
Quantum Drive
Jump Drive
Radar
Avionics
Power – For power plants, power generation. For all other items, item power usage.
Heat – The current heat the item is generating.
Health – How much health each item has remaining.
Wear – How much wear each item has remaining.
Item Group
Power
Shields
Weapons
Thrusters

Shields – Systems
On Button – Turns all shield emitters and shield generators on/Off.
Shield Generator Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators.
Shield Status – As before, a top-down (for front, back, left, and right) and side (top and bottom) shield health is displayed. Face repair is represented by the highlighted bar, and each face’s health is indicated by the value next to it.
Top – Represents the health to front, back, left, and right.
Side – Represents the health to top and bottom.
Face Priority – Dragging the pip toward a face moves priority toward that face. Increasing face priority both increases the rate at which it is repaired when damaged, and also redistributes health toward it when the shields are healthy.
Top – Represents the face priority to front, back, left, and right.
Side – Represents to the face priority to top and bottom.
Face Hardening – Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face.
Standby – This button turns off the actual shield temporarily to allow it to repair more quickly at the cost of not having the shields on while this is happening.
Shields – Items
On Button – This turns individual shield generators on/Off.
Item Name – Reorder alphabetically by shield generator name.
Item Name – Shield Generator name.
Distortion Damage – Appears when distortion damage is received, and disappears when there is none.
Type – Item Type Icon
Power – Shield generator power usage.
Heat – The current heat the shield generator is generating.
Health – How much health each shield generator has remaining.
Wear – How much wear each shield generator has remaining.
Weapons – System
On Button – Turns all weapons and missiles on/Off.
Weapon Group On Button- This turns all weapons in the weapon group on/Off.
Weapon Group Number – Weapon Group 1 or 2.
Weapon Group Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group.
Weapons Number – Number of weapons in that Weapon Group.
Missiles On Button – This turns all missiles on/Off.
Missiles Icon
Missiles Number – Number of missiles left.
Weapons – Items
On Button – This turns individual weapons on/Off.
Item Name.
Item Name – Weapon Name
Distortion Damage – Appears when distortion damage is received, and disappears when there is none.
Weapon Group – The Weapon Group number (there are two). Clicking this specific element switches the fire group to the other fire group (there are currently two fire groups).
Ammo Type
Ammo
Remaining Ammo – Ammo remaining in current reload.
Reloads – Ammo reloads remaining.
Power – Gun power usage. This will be useful for showing you how much power each gun requires to use.
Heat – The current heat the item is generating.
Health – How much health each gun has remaining.
Wear – How much wear each gun has remaining.
Technical
Universe
Increased player-cap to 50.

Menu
Added FOV scale to menu.

Audio
New low ammo audio.
New ship weapon audio.
New ship engine audio.

Graphical
New “Fog” VFX.
New Debris Motion.
New Quantum Travel VFX.
New Ship Destruction VFX.
New Ship “trails” VFX.
New layered ship weapon impacts.

Optimizations
Added additional serialization.
Improved emitter update performance.

Feature Updates
Universe
ASOP Terminals
Added ship selector with more information.

Shops
Adding Magazines and Grenades to Cubby Blast.
Added new armors/weapons to Garrity Defense.
Added new clothing to various stores.

Missions
Many new job contracts available via the Mission Manager App.
Split “wanted” and “criminality” reputations.
Only players at wanted level 3 should appear hostile.

CrimeStat
Reworked, but still basic implementation of crimes and criminality.
Split “wanted” and “criminality” reputations.
Only players at wanted level 3 should appear hostile.

Grim Hex
Additional props.
Updated art assets.
Moved ASOP terminals to main railing.

Ships & Vehicles
General
Updated with new hit reactions.
Updated ship entry and interaction animations.
Drake Cutlass Black: Complete Rework.
RSI Aurora Series: Complete Rework.
Aegis Avenger
Updated dashboard.
Aegis Vanguard
Cockpit rework.
Aegis Sabre
Cockpit display rework.
Aegis Gladius
Cockpit display rework.
HUD update.
Anvil Gladiator
Separated art for pilot/copilot geometry.
Drake Herald
Rescaled self-destruct timer.
Vanduul series
Updated lighting.
Merlin
Updated lighting.
MISC Reliant
Updated lighting.
Drake Caterpillar
Added airlock hole for EVA hatch.
Ship Weapons
Updated animations.
Knightbridge Arms series: Complete Rework.
Klaus and Werner Repeater Series: Complete Rework.
Star Marine
Armors
Armor and equipment weight now alters run speed and stamina drain.
Light/Medium/Heavy armor piece damage reduction balancing.
Weapons
New P8-SC SMG available.
Tweaks and balance changes across all weapons.

Arena Commander
Scoring rework.
First Person
Animations
Updated jumping.
Updated pistol animations.

Gear
Equipment Weight
Equipment weight now influences actor state and run speed.
Weapons
Complete art rework: Devastator 12 Shotgun.
Complete art rework: Arrowhead Sniper Rifle.
Complete art rework: P4-AR Assault Rifle.
Complete art rework: Arclight Pistol.
Complete art rework: Gallant Rifle.
Complete art rework: Gemini L86.

Technical
Menu
Reskinned “Contacts” page.

Keybindings and Controls
Tweaked controls for turrets for improved experience.
Added joystick mappings for EVA and FPS.
Added joystick mappings for interaction mode.
Added gamepad mappings for interaction mode.
Added ADS zoom in and out for gamepad.

Audio
Updated internal ship audio.
Updated quantum travel audio.
Updated shopping UI audio.
Updated collision audio.

Graphical
Exposure Improvements.
Specular Improvements.

Fixes
Bug Fixes
Universe
Fixed LOD issues on Olisar.
Fixed delayed/missing music in Crusader.
Fixed missing purchasable items form ArcCorp.
Added proper collision to GrimHex shop window.
Fixed an issue where spawning a Freelancer in front of a Scythe would cause them to collide.
Fixed missing collision in Aeroview hangar.

Vehicles
Suspension should now work properly.

Ships
EMP Charges no longer have a chance to kill players.
Fixed some audio feedback issues.
Khartu-Al
Corrected several backward or missing decals.
Gladiator
Fixed exterior lighting.
Mustang Series
Corrected several backward or missing decals.
Fixed cracked glass appearance on cockpit from a distance.
Caterpillar
Fixed an issue with shadow flicker in cockpit.
300 Seires
Corrected several backward or missing decals.
Fixed some clipping geometry.
Fixed texture normals.
Vanguard series
Fixed a bug with Hoplite destruction VFX.
Vanduul
Fixed collision issues with Scythe and Glaive landing gear.
Starfarer
Player no longer t-poses when entering/exiting turret.
Constellation series
Reduced the interaction point size of ladders.
Resolved missing or quiet audio for fly by.

FPS
Fixed some issues with grenade markers.
Fixed players momentarily in aim pose during jump.
Projectiles sh ould now spawn in correct zone.
Fixed issue where players could use MediPen without reducing supply or without HUD updating.

Arena Commander
Fixed LOD issue on Dying Star central spire.
Fixed LOD issues for landing pads.

Star Marine
Visual Clean-ups for Star Marine: Demien.
Cleaned up issues with player lighting.
Fixed issue where all players were marked hostile for spectator.
Players no longer slide into hacking animation when interacting with terminals from side or back.
Removed grenade damage through barrier into spawn room.

General
Fixed issue where players were unable to join on friends if different regions are selected.
Fixed issue where if both players add each other to contacts they both appear as permanently offline.
Fixed an issue where only the first PTU account copy would get added to friends system.
Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander.
Fixed an issue where input recognition would fail when overlapping inputs.

Balance
Ships
Boost and afterner are additive rather than multiplicative
Quantum fuel tanks and consumption have been updated for new planet.ary distances.
Shield regen now has a “set-back” value rather than a static interupt.

FPS
Increased hip fire recoil.
Damage and spread balancing across all weapons.
Reduced procedural breathing sway effects in ADS.
Added damage reduction component to armor items.
Increased damage reduction of medium and heavy armors.
Increased movement speed difference between light and medium.

The Roles of Star Citizen:
https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles

Star Citizen | Persistent Universe Release Features
https://www.youtube.com/watch?v=o1xZTc5RF9c

“We know that Star Citizen is an incredibly ambitious project, after all its basically several high fidelity AAA games all rolled into one; a MMO Space Sim, a First Person Shooter, a rich Single Player story and a fully-fledged Trading and Economy game. I’m pretty sure this level of ambition is why the majority of you backed. If I had pitched Star Citizen to a typical publisher, told them I wanted all these features and wanted to make it just for a PC I would have been laughed out of the room. (Of course, you all showed publishers that a AAA space sim for the PC is no laughing matter!)”

-Chris Roberts AUGUST 4TH 2014

“One of the systems that the engineering team has spent the most time and effort on is the physics model for our ships. What that model allows us to do with Star Citizen’s ships is downright amazing. But it also sets certain realistic constraints on what will really work for each ship. As you’ve seen, the feel of each individual ship has already changed multiple times, just in the time since Arena Commander released. That’s because getting the numbers just right for the physics system is a very painstaking process. If the engines on a ship are too big, stopping becomes too difficult, and that makes turning sloppier. If there aren’t enough maneuvering thrusters, or they’re too small, the ship turns like a whale, but if they’re too big, then flying the ship becomes a white-knuckled, vomit-inducing terror ride.”

- General Post SEPTEMBER 13TH 2014

“Action List

Shield Management: The shield management action gives the user more granular control of the ship’s shields and generators:
Reinforce shield segments which increases the segments’ maximum expansion potential as well as prioritizing its recharge position
Boost the recharge of shield segments which have been damaged
Tune the generator to be more effective in one of three areas: shield strength, recharge rate or recovery time

Radar Ops: On a basic level the radar ops action allows you to identify targets, easing the workload of the pilot. This action will be expanded to include the ability to send commands to other fleet members:
Identify targets so that the pilot does not need to
Focus the radar array to find potentially hidden targets
Flag weakened targets, allies in distress or particularly dangerous enemies
Scan and identify sub-systems on larger ships

EWAR: The electronic warfare station gives you the ability to hinder an opponent’s systems, bringing a new tactical edge to dogfighting. Use of the EWAR suite requires the installation of a specialised electronic warfare module which generates the effect in a radius. You can also fit an emitter to target specific enemies. Electronic warfare breaks down into the following areas:
Dampening: Reduce the range of opponent systems
Disruption: Hinder the operation of opponent systems
Disable: Disable an enemy system, forcing them to restart it
Debuff: Make the opponent more vulnerable

Communications: The most basic form of communication will allow you to open a channel to another vessel, set up a conference call or deliver information data such as cargo manifests or ship complement. However, when additional components are slotted, automated messages become available for you to use. For example if your ship has a docking ring, you may request to dock with another ship with a docking ring.

Fuel: On a basic level this action will enable you to decide which tank is being refuelled via the ship’s hydrogen scoops. Players with a refuelling arm gain additional functions for managing, refining and refuelling.

Scanning: The information that appears on this action depends on what scanner array you have installed.

Avionics and CPU: This action allows you more granular control of the ship’s avionics package specifically relating to CPU power. For example, you may prioritize certain systems, such as ITTS or missile lock, to gain a marginal deduction in lock-on time.

Power Management: Every component and weapon fitted to your vessel will appear in the power management screen. At multi-crew level you gain more control over the individual power level each component is receiving.

Navigation: This is where you might plan a route to another star system or plot a series of waypoints. Additional information will be made available to you such as fuel usage, time to destination and speed-through-point. These tools will allow you to generate routes based on fuel efficiency or time taken.”

-$66 million Letter from the Chairman DECEMBER 6th 2014

“How do we calculate SNR for an individual situation, defined as targeting between two objects? The magic formula is SNR = 10 * log10( (S * (1-N/100) * (A^Z) * O) / R ). In this equation, S is the target’s signal emission, N is the overall level noise given as a percentage, A is your ship’s radar amplitude, Z is your ship’s radar amplitude power, R is your distance from the target and O is the occlusion influence percent (0 to 1.)”

-Arena Commander v1.0 post DECEMBER 19th 2014

WNY is going to PAX EAST!

When: March 6th-8th
Why: Show Booth (PAX East, Boston)

When: March 7th
Why: Backer Event (Boston Royale, Boston)

- WestbrookDrew

“I know that many Star Citizen backers imagine there to be an intense competition between our game and Elite, but nothing could be further from the truth. David and I promoted each other’s projects during our respective crowd funding periods because we both believe that the world is better off with more PC games and even better off with more space games. In the nineties there was plenty of room for multiple Space Sims and there is no reason that still can’t be the case now! I’ve always maintained that we aren’t a success if we just make a game; part of the reason that I came back from film was to build a game in a genre I loved and hopefully remind people how amazing it is to lose yourself in another universe, adventuring amongst the stars. So rather than be worried about Elite or No Man’s Sky, I welcome them. It’s been a long time coming but Space Sims are finally getting the love they deserve. And what’s been more amazing is that it’s been a grass roots movement. It hasn’t been driven by a big publisher seeking to pad their profits but by gamers and developers that love the genre and wanted to return to the kind of games that captured their imagination when they were younger.”

-Chris Roberts DECEMBER 28th 2014

“All of this allows us to build Star Citizen to a level of ambition that no publisher would dare to reach for on a PC… let alone a Space Sim!

When looking back at how far Star Citizen and its community has come in just two short years I am always amazed. What is the secret of the project’s support?

People that just read headlines wonder why; why have we raised so much money, why do people still contribute money to Star Citizen, why are people so excited?

Like many things Star Citizen isn’t easy to understand with a cursory glance. Star Citizen doesn’t easily fit in a familiar box like most games you’ll buy from a major publisher.

It’s something I’ve been reflecting on, especially as I have a couple of talks coming up with BAFTA in Los Angeles and at DICE in Las Vegas. What makes Star Citizen defy so many conventions? What continues to propel Star Citizen every month despite the game still being in development?

Numbers are always easy to focus and make nice headlines but they don’t tell the real story of why Star Citizen has gotten to where it is.

Star Citizen would be nothing without its real trump card –

The most engaged community in gaming!”

- Chris Roberts JANUARY 1st 2015
https://robertsspaceindustries.com/comm-link/transmission/14414-Letter-From-The-Chairman-Happy-New-Year

As the ships we implement continue to get larger, we begin to see opportunities to further physicalize our systems. The strongest elements of Star Citizen give a sense of really existing, functioning such that it can be seen performing its functions, rather than tucked safely away behind a menu or hidden deep within the ship. One way this could be applied to the shield system is by associating shield faces with stabilization emitters, simple little devices placed upon the hull of the ship that conspire to emit an interference pattern which facilitates the movement of energy through the shield system while allowing it to retain its effective shape – all of which is to say that doing damage to an emitter would reduce the health of its shield face, making angle of attack even more important than it already is.

But as long as there’s this snazzy lore for how shields work, why not push it further? Imagine managing shields that behave like a fluid dynamics system, into which you can send impulses to move that energy around, taking a very active role in manipulating even those emitters directly, compensating for damage or preparing for the next onslaught in ways that go well beyond anything your pilot will even understand is happening. Now, while that may not be the direction we end up going at all, it does begin to illustrate the main goal to make these systems deep and involving and proactive.

There could be a Shield Pulse subsystem, in which you sacrifice a great deal of the power sustaining your shields in order to build up a charge, one which will significantly boost those shields for a short time when you release that energy again. This charge-up would gradually increase heat and power signature, making it a balance game for anyone using this to get the upper hand in an ambush before they give themselves away, and the charge could be built up in stages, giving the ambushee the chance to push their shields every time they can break line of sight for a few moments.

We could have a Direct Projection Mode, which takes all of your shield faces and merges them down into only one – leaving you exposed to attacks from all other directions, but strengthening the health and regeneration of the remaining face beyond even the total health you might normally get (energy fields reinforcing each other, you understand). Then the shield operator could aim this singular shield face directly, taking a very hands-on approach to damage mitigation, making a well-oiled machine of a team into a true force to be reckoned with.

And all of that is great, and it’s territory ripe for exploration, but the core of shields (and of SC as a whole) remains in carving out your own experience. Each of these features is designed to layer atop the next, providing a deeper experience to those who seek it while those interested in other things get the tools to have fun without it.

FEBRUARY 7th 2015
https://robertsspaceindustries.com/comm-link/transmission/14489-Design-Shields-Management

The Aim Down Sights stance reduces you to a slow walk. The camera will be looking directly down the sights of the weapon, making it the most accurate it can be. The spread, sway and recoil will be quite low (depending on the weapon and firing mode). Unlike the other stances, which are activated contextually based on player movement, the ADS stance must be explicitly activated. The process of ‘getting to’ ADS differs depending on which of the other two stances the character is in: the transition from Lowered stance is quicker, while it will take takes longer for someone in moving from Lowered stance.

You will be unable to use any contextual actions while aiming, making maneuverability severely diminished. Attempting to sprint does not take you out of this state like it would from Ready. From a gameplay perspective, players will be forced to think about their natural movements during a combat scenario. Sprinting from place to place now carries the additional balance layer, making it take additional time to aim your weapon accurately once you have stopped sprinting. The intention is that players will make smart, tactical decisions based on their overall abilities rather than attempting to blindly run around and gun down everything that moves!

https://robertsspaceindustries.com/comm-link/transmission/14653-Design-FPS-Stances-Breathing
APRIL 10th, 2015

CryEngine already has support for movement transitions on AI, but we needed something player driven as well. Building on those ideas we wrote a system that takes snapshots of the player’s requested movement and determines if the player is making a large enough change that would require extra steps to slow down or change direction. This comes in the form of starts (idle to moving), stops (moving to idle) and jukes (quickly changing directions). This encourages players to think more tactically about their movement and to stay aware of their surroundings. It also makes the animations look much smoother by removing pops from quick input changes. So we’re sorry to say but we won’t be supporting 180 no-scoping or strafe-jumping.
https://robertsspaceindustries.com/comm-link/transmission/14697-Star-Marine-FPS-Update
MAY 9th 2015

You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!

Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.

https://robertsspaceindustries.com/comm-link/transmission/14839-Letter-From-The-Chairman
July 21st 2015 – Chris Roberts

Just imagine what you can do with the Star Citizen Alpha 2.0 experience but with even more content and features? More locations and interactions? It’s not really a space sim as we understand them. I find it hard to put my finger on why it seems so liberating but I think the ability to really feel like you can go anywhere and have the universe rendered with such detail and fidelity gives a different sense of immersing oneself in a game. With a lot of other space games, the experience still feels like a game. This feels different. You can even see it in the player behavior in 2.0. There is no win. Just experience and adventure.

Letter from the Chairman – Chris Roberts December 24th 2015
https://robertsspaceindustries.com/comm-link/transmission/15138-Letter-From-The-Chairman

Star Citizen’s ultimate objective is to present players with a vast, incredibly detailed universe where everyone can forge their own unique path through the stars. To that end, we’re going to great lengths to ensure that – whatever your interest – there’s an enormous amount of things for you to do and obstacles to overcome.

Star Citizen will support a diverse set of occupations, each with its own unique set of challenges and rewards. However, there is no artificial concept of a character having to select a specific profession or character progression based upon gradually incrementing numeric attributes. The only thing that dictates your success or failure at a given endeavor are the actual capabilities of you and your companions and the equipment you bring to bear.

by Tony Zurovec, Director, Persistent Universe
https://robertsspaceindustries.com/comm-link/transmission/14522-Star-Citizen-Careers-Mining

With this ambition comes a price. Not just in the salaries of the hundreds of people pouring their hearts into the project, but in the unpredictability of the groundbreaking technology that we need to develop to achieve a game of this scale and detail. We have taken a lot of flak over the last couple of years for the extending timeline of Star Citizen, but the simple fact is that game development, especially game development on the scale of Star Citizen, is complicated. If you talk to any developer that works on large titles they will tell you that schedules, especially early in the development cycle, move all the time. Most people never see this because a publisher won’t announce a project publicly until it is very far along; normally at least in Alpha, with all the technology and game-play R&D completed. Even then, the timelines can be unpredictable as can be seen in the delays on big name titles from publishers.

With Star Citizen, we never had the luxury of developing behind closed doors until all the technology has been built. We’ve been public since before we opened the doors of our first office in early 2013.
Chris Roberts – Letter from the Chairman December 15th 2016
https://robertsspaceindustries.com/comm-link/transmission/15603-Letter-From-The-Chairman

Manifesto

This all started because of an MMO. It will remain unnamed but suffice it to say I spent 5 years of my life in that world. Don’t get me wrong, I enjoyed it, but it also burnt me out on a few aspects of gaming. The grinding loot cycle was the worse, but something else stood out for me. I’ve been playing this game with mostly the same people for 5 years, and I didn’t even know what many of them look like. I had never met anyone in person and I considered some of these people good friends! That was just mind boggling.

There were a few members that lived relatively nearby so we tried to setup a meet and greet. It fell through. I’m sure there were many reasons why it didn’t work out but I think it boiled down to the fact that we didn’t actually know each other. I tend to meet people through personal reference from someone I know. There were no personal ties to anyone in that game.

So I wanted to make a change. How can you make a guild/org/club that would be different from the old model. Random recruiting online, probation periods, and forced activities to help the guild just so you can prove you’re going to be a team player was the old way. I don’t think that works very well.

I want to use the Buffalo method. Word of mouth. It’s worked to crowd fund and spread the message for Star Citizen. It’s the only way business gets done in the Western New York area. You have to know someone in the area. You have to be referred. Not only will this help weed out potential miscreants but it will also mean most of the members live relatively close geographically. This will allow for in person activities and having fun together outside the game as well as playing together. LAN parties and tournament events are a lot easier to coordinate because most people can just drive a couple hours or less to get here.

That’s my plan. Bring back personal interaction to an anonymous online experience. Bring people together in camaraderie so you care if your wingman bites it or not. Create a friendly and fun environment for everyone to enjoy in game and IRL. =)

Charter

With the imminent 3.0 release WNY will be hosting several events online as well as IRL! Keep an eye out and we will be posting more info soon™…